9

Track View Hierarchy 515
Global Track s—
Allows you to store controllers
for global use. Using expression controllers,
for example, you could point to a controller in
the Global Tracks from several other tracks. By
altering the expression in the Global Tracks, all of
the other tracks are changed.
By pasting an instance of a controller in Global
Tracks to a number of other tracks, you can change
many tracks by altering the controller in Global
Tracks.
By default, Global Tracks contains List tracks of the
different controller t ypes. To assign a controller,
open one of the List tracks, highlight the available
track, and then click Assign Controller. Once the
controller is assigned, you can point to it from an
expression controller assig ned to any other track,
or you can copy and p aste it to any number of
matching controller ty pes.
Video Post—Allows you to manage animated
parameters for Video Post plug-ins.
Environment—Contains items tha t control the
background and scene environment effects.
Examples include Ambient Light, Backg round
definition, Fogs, and Volumet ric Lighting.
Render Effects—Contains tr acks for the effects
added in Rendering menu > Effects. After adding
rendering effects, use the tr acks here to animate
effects parameters such as glow size and color.
Rend er E lements—Shows you what elements youve
chosen to render separately via the Render Scene
dialog > Render Elements rollout.
R end er erAllows you to animate parameters in
the renderer. After selecting a typ e of antialiasing
in the Render dialog, you can animate various
antialiasing parameters using these tracks.
Global Shadow Parameters—Use these tracks to
change or animate shadow p ar ameters for any
lightthathastheUseGlobalSettingsparameter
turned on in the Shadow Parameters rollout.
(Select a light, then open the Modify panel >
Shadow Parameters rollout to toggle the Use
Global Settings parameter).
You can change shadow parameters for multiple
lights simultaneously. Tracks include Map Size,
Map Range, Map Bias, and Absolute Bias (page
2–1337).
Scene M ater ia ls—Contains the definitions for all
materials in the scene. It is empty until you begin
assigning materials to objects. When you select
materials in this branch, you are working with
instances of materials assigned to objects in your
scene. These materials mig ht not be in any of the
Material Editor samples.
Medit Materia ls—Contains global material
definitions. The Medit Materials branch contains
the 24 material definitions in the Material Editor
(page 2–1409).Whenyouselectmaterialsfrom
this branch, you are working with global material
definitions that m ight not yet be assigned to
objects in your scene.
Objects—Contains a hierarchy for all the
objects in your scene.
When Manual Navigation (page 2–529) is on,
many of these categories display a s ma ll plus or
minus button to expand/collapse the contents.
Item Categories
Each type of item in the Hierarchy list is
represented by an icon. You can use these icons to
quicklyidentifywhateachitemrepresents.
Objects—Branches contain linked descendants
of the object. Branches below contain transforms,
materials, and modifiers applied to the object, as
well as the object’s creation p arameters.
Controllers—They contain the animation values for
parameters and are the only item in the Hierarchy
list that can have a track containing keys. Every
controller has an individual icon